Bending a trigger_multiple
Moderator: Moderators
Bending a trigger_multiple
is it the same as bending a regular brush?
I have a wall that is L shaped, and want to be able to destroy it by shooting at it or whatever. I had 2 triggers one goin up and one across. After compiling, i would shoot the wall from one angle, blow it up, but could then still shoot at the other trigger and get the "explodersmashed" effect. Any ideas out there?
I have a wall that is L shaped, and want to be able to destroy it by shooting at it or whatever. I had 2 triggers one goin up and one across. After compiling, i would shoot the wall from one angle, blow it up, but could then still shoot at the other trigger and get the "explodersmashed" effect. Any ideas out there?
PSYCHO - Who you callin a PSYCHO?


brushes
You can make both brushes one trigger. Or, have one trigger target the other.
You can't bend brushes!
You can't bend brushes!
-
Master-Of-Fungus-Foo-D
- Muffin Man
- Posts: 1544
- Joined: Tue Jan 27, 2004 12:33 am
- Location: cali, United States
That is how i originally had them, and when i blew up one trigger, the other trigger seemed to still exist. The exploder would disappear, the explodersmashed would be present, but i could shoot at the OTHER trigger and get the same "explosion" effect.lizardkid wrote: jsut give them the same targetname and set. if either is triggered they'll blow.
PSYCHO - Who you callin a PSYCHO?


add a catch then.
if you are using the exploder system it reports self.exploded when its doen right? So if !self.exploded yadda yadda
Otherwise use some other variable to determine if its been 'fired' or not.
Ive never made seperate triegger_multiples the same targetname, usualy ive just used || statements, but in any case, its pretty easy to disable anything with a judiciously placed level.variable~
if you are using the exploder system it reports self.exploded when its doen right? So if !self.exploded yadda yadda
Otherwise use some other variable to determine if its been 'fired' or not.
Ive never made seperate triegger_multiples the same targetname, usualy ive just used || statements, but in any case, its pretty easy to disable anything with a judiciously placed level.variable~
When I am king, you will be first against the wall~


trigger
Splaetos is right, but I don't think PsychoE is advanced enough to understand it.
Why don't you just use one trigger and make it big enough to cover both spots?
Why don't you just use one trigger and make it big enough to cover both spots?
Re: trigger
LMAO - U are exactly right on that part. I hardly understand the tuts and when I get something to work, it is by some sort of miracle.tltrude wrote:Splaetos is right, but I don't think PsychoE is advanced enough to understand it.
I thought of this, but because it creates an L shape to the wall, there would be a "dead zone" where someone would be essentially inside the trigger. I will try again and test that for sure tho. I can probably adjust it around enough to fix.tltrude wrote:Why don't you just use one trigger and make it big enough to cover both spots?
PSYCHO - Who you callin a PSYCHO?


-
Master-Of-Fungus-Foo-D
- Muffin Man
- Posts: 1544
- Joined: Tue Jan 27, 2004 12:33 am
- Location: cali, United States
lizardkid wrote:fungus that wont work. brushes are saved with their 6 distances from origin, as far as i know you cannot unit a brush to make it L shaped.
jsut give them the same targetname and set. if either is triggered they'll blow.
no no NO! that NOT what i meant! i meant, i the two brushes are oh forget it! im drawing a picture!
CTRL+U(NITE) WONT WORK WITH TWO BRUSHES LIKE THIS! REPEAT! WONT WORK!

CTRL+U(NITE) WILL WORK WITH TWO BRUSHES LIKE THIS!! REPEAT WILL WORK:



